marcosfl's Forum Posts

  • Yes, I did. Saves made during testing your project online in Construct 3 ("Play") are saved based on your browser. For chrome: C:\Users\USERNAME\AppData\Local\PROJECTNAME\User Data\Default\Local Storage\leveldb

    For nw.js export the path is always the same, since nw.js uses Chromium (chrome browser sub-engine). It can be located here: C:\Users\USERNAME\AppData\Local\PROJECTNAME\User Data\Default\IndexedDB\chrome-extension_ccnecbdlmggdebaobiodilckckknoohl_0.indexeddb.leveldb

    The last part with some unrecognisable pattern of letters, seems to be generated based on your project (name, possibly). To easily get to Appdata simply write %appdata% in your windows explorer (since appdata is usually hidden for users on most pc's).

    The main file that is being save is called "00003.log", all the data you're trying to save via Local Storage is being saved there. One problem is - each time you save - this 00003 file will get a bit bigger. That's because Local Storage does not seem to rewrite saved data - it is adding new lines in the document and Construct 3 uses the last "save" (hence - the file is getting new information and is getting bigger each time the save is done; in my example - about 60 kilobytes of data is added each time).

    Another important thing is: after "00003.log" get's to around 1Mb, it creates "00004.log" in the same folder and starts to write there instead (same with 00005, 00006, etc.). Each file contains a a lot of saves though (about 70 in my example) so I would not worry too much about the size of the file, unless your game saves like every 1 minute.

    So instead of saving just 00003.log, I recommend to save the whole folder containing it (and other 0000X+.log files) in Steam Cloud by using the "*" instead of the exact file name to save. Worked for me.

    PS: Oh, yeah. And this save location is the same for your demo-version, so it's best to sync demo-version and full-game saves in Steam if you want the players that tried out the demo version to continue playing from the saved spot in the full game.

    Thank you, SO MUCH! You have no idea (probably do, though) how rare of an explanation this is. I cheered loudly by getting this to work. Thank you, thank you!

  • Hey guys

    I just recently started using the auto tiling brush on Construct 3 and I'm curious if there is a way of fast filling big spaces, such as this:

    This big pink tiles block needs to be filled with tiles. But by using the auto brush, I have to hover all over the place while holding left click, just as if using the pencil. Is there a way of combining the rectangle fill functionality with the auto brush? Maybe a keyboard shortcut that I'm missing?

    I already tried clicking on the auto brush and then clicking on the rectangle, but it doesn't seem to combine their functionalitys this way.

    Thanks

  • It's solved, after a day of testing found the solution (and it was so simple lol)

    All I had to do was, instead of syncing objects just on start of layout, add another event for the host to attempt to sync objects once every player is created. It worked!

    Had to remove the trigger once later, though. Now it worked fine

  • You're welcome! glad to help

  • Hey!

    Whenever you close a tab you can put it back on through here

  • Hello guys.

    My issue is very specific, so instead of trying to explain it on text, I've decided to make a short video explaining it.

    Subscribe to Construct videos now

    I'm going crazy over this one because it just doesn't make sense to me

    Could really use some help here from those of you experienced in online multiplayer using Construct!

    Thanks

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  • Hey guys.

    So, there is a game called Secrets of Grimdea. I... played the pirated version for a while and ended up buying the game (not very proud of the pirated bit). One really cool thing that I noticed that is different between these two versions is that, when something is loading, on the original version you get hints like "Don't forget to equip your best items" and stuff like that. But when you're on the pirated version, instead of these hints, you get messages like "We worked really hard on this game, please consider buying it".

    Does anyone have an idea on how to do that on Construct 2 or 3? That being, detecting if the version the player is playing is a pirated one, and changing some bits of the game if he is, like the hints on Secrets of Grimdea.

    Thanks!

  • Hey marcosfl!

    Not sure this is what you need, but...

    https://www.dropbox.com/s/1xwrduwu0e18t ... .capx?dl=0

    I hope this helps. Cheers!

    Before you replied, I dug deep in here and found what the problem was. Actually it wasn't on the system itself, but on the animations! If you're aiming diagonally, the character is moving, and if you suddenly stop pressing left or right you're aiming up, but the character still moves for a while due to deceleration! The problem was that I didn't have a "Walk_Up" animation, so it used the imagepoint of the previous animation (Walk_DiagonalUp) to shoot the bullet!

    Thank you for the capx though! I'll study it and maybe do some tweaks on my programming <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Hey guys!

    So, in this game I'm making, the character will be able to shoot in 8 directions (like Samus does in Super Metroid). Only exception will be that, while on the ground, you won't be able to shoot down (only while jumping). So... you have 7 directions while on the floor and 8 directions while on the air.

    Anyway, the system is pretty much done, the problem I'm having looks simple but It's really frustrating me since I've ran out of ideas of what might be causing it. The system works like this:

    First, the aiming. I check what buttons are being pressed in order to know what direction the character is aiming towards. It goes like this:

    Baixo stands for Down and Cima equals Up. Code is in portuguese because I'm brazillian.

    So, as you can see, I call a function with the direction parameter. All the function does is put the parameter value in a variable.

    Then I run a lot of checks (too much to show here) that checks the value of this variable and sets a value to the bullets that are shot. For example, DiagonalCima (or DiagonalUp) will make bullets go in angle 315 if not mirrored and 225 if mirrored.

    These "mira" values (DiagonalCima, Normal, Cima, etc) are set into the character's animation so he swaps to the right one:

    That Else reads Set animation to Box.estado (the state the character is in, like Walk, Jump, Idle, etc) & the direction. So if you're aiming up while Idle, the animation that plays is Idle_Cima

    So yeah I added animations for every state and for every possible direction the character can aim, with imagepoints on where the bullet is shot on each specific direction

    The animation swapping is working fine. The problem is in the shooting...

    When you press X to shoot, a function is called

    The function turns true a boolean, that will then do what it has to do

    The bullet is created succesfully, the bullet direction is set succesfully. The problem is that, they are not always created in the right image point. Specifically, when you're shooting diagonally up, if you suddenly stop moving horizontally sometimes the next bullet is sent up but on the diagonal imagepoint. You might be asking yourself why I created a function just to set a boolean true THEN for the shooting to happen, all this was an attempt to stop this problem. What is happening is that if I change shooting direction too quickly the animations don't swap quick enough and a bullet that goes up sometimes is created on the imagepoint of the diagonal up bullet.

    I've messed with the events orders A LOT since I thought this had to be the cause. This is what it is right now:

    Here is a demo for you to see the problem:

    https://marcosfuchter.itch.io/shooting8dir?secret=YZPRDtwbUOVA76RUbjvfuWGHbg

    Try this: keep pressing X to shoot, then start messing with the Up and left keys (shooting diagonally up, and up). You'll see that a lot of times the bullet goes in the right direction, but is created on the wrong imagepoint!

    Really sorry for the big post but, if you've read it all up to this point I hope you can help me. It was a really specific issue so I had to explain it all. Thank you very much!

  • marcosfl

    Solren

    I believe this might be due to a bug fix I requested ... sorry <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

    https://github.com/Scirra/Construct-3-bugs/issues/621

    Originally the "Is by wall" condition would not work if the object was by a wall and had a ceiling directly above.

    Ashley fixed this, but now it is also triggering when you only have a ceiling above you, which is obviously incorrect; it would be worth flagging it up as a bug.

    So it was you??! Okay, I forgive you. Didn't know about this wall + ceiling bug, but the new one is definitely much worse, haha. Glad they know about this new one too, I'm gonna use version r244 while this isn't fixed

  • I'll have to reverse the project back to an older version following this tutorial

    https://www.scirra.com/tutorials/442/ho ... onstruct-2

    That'll fix my problem. Thank you for your reply, Solren

  • Hi, I believe your problem isn't in your coding but in the C2 version you're using.

    You see, I'm also making a MMX Game with C2 and my wall jump events are almost the same as yours and it works nicely (You can see it in action here: /watch?v=N1-W7iA3YRc&t=34s no direct link since this is my first post :c).

    However when I tried opening your .capx it warned me that it used a more recent version of C2, and well... I found out this tiny little detail in the latest update (r246)

    This is what's causing X to wall jump so erratically.

    Personally I chose to remain on r245 thinking that little change might break wall jumping and now you proved my fears true. So I guess your options are to either downgrade to r245 or place a condition to compensate for the additional ceiling check.

    Yes, you're right. This has to be the version, because I remember this bug wasn't happening. I might be wrong but, downgrading my Construct 2 won't make it impossible to open my project, since last time I saved it was on this new version? I hope I can because, this change on the new version will really screw my walljump and slide. Also, do you know why this change was even made? Really all it seems to do is cause mess.

    By the way, congratulations on your engine. It looks tight! Could you please tell me how you animated X's walk? I made lots of changes on it lots of times but I never seen to get it right like it's in the game.

    Thanks for your response!

  • Sooo sorry this post was supposed to be on Construct 2 help, didn't notice the forum had changed, went pretty automatically.

    Hey! I'm making a Megaman X clone and I'm having trouble with the Is by wall condition. X wall slides when he IS BY WALL, falling and holding the right arrow key towards the wall (wall to the left, holding left, wall to the right, holding right)

    (that's not all the code though, but the main part)

    It works! (this image and the image below are way too big, press right mouse buttom and View on another tab so you can see'em)

    But... for some reason, this also works when there are walls above him

    He can wall jump on walls above him as well, and it looks awful. I really don't know what's wrong with the code, shouldn't Is by wall to the left and right not consider walls above the player? I have already checked and X is definitely not overlapping the wall above him, so all of this really doesn't make sense to me.

    Capx file if you want to check it out by yourself:

    https://drive.google.com/open?id=0B2yZXSPQBErnRHk3YVFIQmJPTzg

    Please help me if you know what I could be doing wrong!

  • marcosfl I have the same assets there Brilliant!

    Great assets, aren't they? Haha!

    Thank you all for your replies, I managed to do it using families

  • Quick thought, move your current event "Sort all objects" to under a condition of Player != Jumping

    Then, under an else condition, run the event "Sort all objects" but for everything except that player.

    I haven't used this particular plugin so I don't know if you could do that. But maybe a family would work? Just sort the objects in the family?

    That would definitely work, but unfortunately I can't make exceptions (not that I know). Maybe there's an advanced way of making exceptions with this plugin, but then it would take its simplicity away. I'll try to do that using families and not the plugin